LET ME PLAY 0.1 AGAIN!
" Experience is not the only thing but it is much larger than you are giving it credit. It grants all of the following things... You know the move sets You know how to actually dodge said move sets You know what skills are actually good You know how to scale those skills much higher much quicker You know what item stats are worst using You know that maxing resist early makes you very tanky You know what nodes to rush to get the biggest impacts early You know to use currency early to make you even stronger You know how much damage you can legit take and what to avoid You know the benefit of stuns/freeze/shock etc. There are even more than this but I think I made the point I was attempting to. You cant expect the player with all the above to not have a far easier time than the player without all this knowledge. On top of that, gear drops were buffed so it was not a feast and famine situation where one player gets a +levels weapon early and the other cant even get better than a blue for the slot. Also, new weapon types were added giving more skills and tools to deal with problems better. All in all there are a lot of factors but already experiencing it is not a small one by any means. |
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" There are different combat situations in the game as you described. There are zerg moments. There are boss encounters. There are even reflect mobs for projectile attacks. Hallway fights, open area fights, traps, etc. All these difference situations are in the game. That is what you desribed. Combos are used by 99% of builds. Parry can only be used with a specific shield type which obviously is not on all builds. But it is in the game to use. Dodge is obviously in the game with the amount of spam rolling that is required. Everything you described is already in the game. I believe your issue is more of a balance issue than anything. That I can agree with. I think all damage both player AND monster damage needs to come way down. One shot mechanics should be obvious but not cheese. Overall the best bet is to tone damage down across the board. Or you have to buff non ES builds significantly. As per the interview you mentioned. I would have to look it up and give it a listen but based on the part you mentioned, Breaking up the monotony would be great. Like having to keep redoing the campaign *wink wink*. I know, just a poke of fun. But seriously, what is different in NRFTW? Take away the town management. All of the combat is the same. I have played it. Its the exact same thing the entire time. Making someone attack 10 times vs 2 times doesn't make it different or even more challenging. It just makes it more boring over time IMO. EDIT: To be honest, you just keep saying better combat without explaining what that really is besides it playing more like a souls game where you have to dodge and poke like in a souls like game. That is why that connection keeps being made to me at least. The vast majority of comments describe the combat of those style games. Which is why my reply is by doing that you are removing POE from POE. Last edited by Soulsniper1313#7576 on May 19, 2026, 1:44:34 AM
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" POE2 is already a game that is not won or lost simply with gear. You still have to dodge, control your movements, know when to attack, when to retreat, how to deal with specific mods, etc. What are you even claiming here? Do you actually think people are just spawning in with perfect gear for whatever build they want? They never have to kill anything or dodge an attack? I don't think every piece of media has to be flattened down to the lowest common denominator. I think the game should be balanced. Simple as that. The devs clearly stated there are people taking an average of 2 minutes on bosses and they said that is right where they want it. If you want it harder, HCSSF is already there. Limiting yourself is already there. God forbid YOU have to play the game in a way YOU want it to play right? Must be forced on ALL so that YOU can get what YOU want. Side note, the biggest outcry of nerfs was in .2, not .1 Lets look at the inverse... IF everything you said was true and the game was still what you perceive as .1 difficulty, would you accept an option where players could select whatever gear they wanted to make it easier? That way you can play normally and get the difficulty you want but those who want it to be more balanced get gear buffs you don't get. That would be ok right? Or are you in the camp of better to have 10k players instead of 250k camp? |
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don't wanna be that guy but... at this point... guys... I hate to say it... but maybe POE2 is not the game for you? You trying to chase something the game never was thru the prism of distorted nostalgia.
My 0.4 leaguestarter: Lightning Spear Amazon https://poe.ninja/poe2/profile/default_mp3-9394/vaal/character/fava_amazonls Last edited by default_mp3#9394 on May 19, 2026, 2:27:43 AM
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" only people agenst this are campain skip players, so please go and follow snakes in campain (0.5) we just wanna play 0.1 again IGN : __FrosT__ Last edited by Dark0ne#6104 on May 19, 2026, 3:02:35 AM
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" Well, yes.. overall my main issue is with the poor balance of the game. Like I've said before, the game does have the "bones" there... to an extent. Let me give you a few examples of things that go a bit beyond just a balancing act however, because the problem goes a bit deeper still. Let's take this claim you have here for example: " Provided we get proper balance, and bosses actually feel like bosses... it's fair to say that we have two different combat situations there. But that's too little. The portions of the game without a boss, which make up a large portion of your time, are really just zerg moments overall. There needs to be more engagement there in itself before we even talk about a boss fight. And why is that? If balancing would come into place properly here, Rares would probably take some combos to kill and somewhere probably between 5-10 seconds at their intended level so to speak. But would that alone make it a good fight? Currently, no. Because most enemies that aren't bosses don't act any differently when they gain rare status. They will still zerg rush you and throw at you whatever they have in a very crude way, with no scripted or interesting abilities to interact with or fight against. Generally, the enemy AI is very primitive too. Enemies in some other games for example, will sometimes try to dodge your attacks and not just take them to the face as they zerg rush you. Enemies in other games, oftentimes will try to circle you for a bit and find an opening, similarly how you would do to a boss. There are the kind of things that keep you on your toes a bit and don't make combat feel bland and meaningless. The closest thing that exists in the game to what I'm talking about here are probably the rogue exiles, because those do use some of the player skills. Think of that, but applied to rares. I think you get the picture. Currently, rares are just glorified white mobs with random mods (also a problem) that just beef up their stats or give them a passive aura of sorts that doesn't really affect combat in an engaging way but rather in a very annoying, boring type of way (like slow auras for example, particularly annoying for melee characters). " What makes POE POE is not related to combat in any way. The core/identity of POE lies in the build creation aspect and it's huge talent tree. If you remove that you no longer have POE, true. But nobody is advocating for that. "Sigh" Last edited by IonSugeRau1#1069 on May 19, 2026, 3:07:57 AM
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" What does that even mean? You are grouping two different discussions into the same argument when they have nothing to do with each other. What specifically do you miss from 0.1? Be specific. Because I know there are things in game now as it stands to give you that "challenge" again. But we both know you will not do those things... |
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" Yea so most of that is basically balance which I agree with needs some serious work. As for the rares part. I do understand what you are referring to but there are moments when they have specific mod combos that are BRUTAL for some builds. Example being mana drain (on a build that actually uses mana) combined with that death field circle (forgot the name) and teleport while playing a melee build. This is absolute pain for those builds. As for zerg, they do exist. Mainly in scripted events (act 2 statues and beetles) and most if not all of the league mechanics. Abyss, Breach, Ritual etc. These are all zerg moments. In fact so much so this was the number one offender to the "slow and methodical" and "parry warriors" complaints because it was too much of a zerg. I understand what you are saying but I truly believe the vast majority of your complaints is purely from a balance perspective and not a combat/gameplay one from my understanding. As for the core identity part that is true but it is also in the style of combat which is in game and this very thread demonstrating some want it changed. All in all, I get where you are coming from and can agree on the balance part for sure. Would be interesting if they can get balance down and see how much it changes your perspective. |
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" >Zoom people are correct I absolutely love that you can get ridiculous screen clearing crazy builds with enough money, or tapping the right strategy and interactions can even make campaign clear go pretty quick. We had that a lot in PoE1 with things like Blade Flurry being meta for awhile, while those who wanted to make flickerstrike work and autocast til the map is dead or they are could do that too. The freedom and apex of power, being able to constantly improve a build to such insane levels is very fun and I like that it gives a ceiling to shoot for. My issues with POE1 mostly came from wanting to do the cool pinnacle encounters like Searing Exarch and have a good fight where I'd have to overcome it with skill and tact. Yet the flaming meatballs would just be constantly avoided by people zoning out, dodging wasn't a thing, and my trying to fit skills in that would let me do that or react to different situations was bogged down by the sheer DPS creep necessary to even hurt the fuckers. Like giving up gem slots for whirling blades instead of aura stacking and reserving my all my mana and half my healthbar meant I'd just never have hope of killing it. Meanwhile the way the vast majority of people would beat them wasn't hard fought at all, they'd just instantly phase and DPS check them killing the boss the moment it shows up on screen. POE2's boss fights gave me the hard fought encounters I was hoping for. I don't think bosses need to be screenwiped during campaign, or that pinnacle encounters should be screenwiped until way later with a ton of investment, or without those lightning in a bottle OP builds that are organically discovered patch by patch. I think there should be sequential power creep where say, beating certain pinnacle content will unlock further power that will let you easily screenwipe stuff that came before it, but open the way for new challenges that will give you that feeling again. I'll never forget the one league my friend went Hexblast mines when they were giga broken, and he just farmed Uber Maven encounters with the strongest bosses planting mines and phasing/killing everything on spawn with zero challenge. Then a league or two later he tried doing it again and would die and talk about the game being dogshit now or not even trying to make a lesser version of the build work. It's either that or nothing. I feel that's the mentality for a large group of people. |
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here's your 0.1 meaningful combat...
https://www.youtube.com/watch?v=WZnIzDfyK-k Yall were just completely clueless back then, and you can't relive that. |
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